bevy/examples/ui/directional_navigation.rs
Joona Aalto 38c3423693
Event Split: Event, EntityEvent, and BufferedEvent (#19647)
# Objective

Closes #19564.

The current `Event` trait looks like this:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The `Event` trait is used by both buffered events
(`EventReader`/`EventWriter`) and observer events. If they are observer
events, they can optionally be targeted at specific `Entity`s or
`ComponentId`s, and can even be propagated to other entities.

However, there has long been a desire to split the trait semantically
for a variety of reasons, see #14843, #14272, and #16031 for discussion.
Some reasons include:

- It's very uncommon to use a single event type as both a buffered event
and targeted observer event. They are used differently and tend to have
distinct semantics.
- A common footgun is using buffered events with observers or event
readers with observer events, as there is no type-level error that
prevents this kind of misuse.
- #19440 made `Trigger::target` return an `Option<Entity>`. This
*seriously* hurts ergonomics for the general case of entity observers,
as you need to `.unwrap()` each time. If we could statically determine
whether the event is expected to have an entity target, this would be
unnecessary.

There's really two main ways that we can categorize events: push vs.
pull (i.e. "observer event" vs. "buffered event") and global vs.
targeted:

|              | Push            | Pull                        |
| ------------ | --------------- | --------------------------- |
| **Global**   | Global observer | `EventReader`/`EventWriter` |
| **Targeted** | Entity observer | -                           |

There are many ways to approach this, each with their tradeoffs.
Ultimately, we kind of want to split events both ways:

- A type-level distinction between observer events and buffered events,
to prevent people from using the wrong kind of event in APIs
- A statically designated entity target for observer events to avoid
accidentally using untargeted events for targeted APIs

This PR achieves these goals by splitting event traits into `Event`,
`EntityEvent`, and `BufferedEvent`, with `Event` being the shared trait
implemented by all events.

## `Event`, `EntityEvent`, and `BufferedEvent`

`Event` is now a very simple trait shared by all events.

```rust
pub trait Event: Send + Sync + 'static {
    // Required for observer APIs
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

You can call `trigger` for *any* event, and use a global observer for
listening to the event.

```rust
#[derive(Event)]
struct Speak {
    message: String,
}

// ...

app.add_observer(|trigger: On<Speak>| {
    println!("{}", trigger.message);
});

// ...

commands.trigger(Speak {
    message: "Y'all like these reworked events?".to_string(),
});
```

To allow an event to be targeted at entities and even propagated
further, you can additionally implement the `EntityEvent` trait:

```rust
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This lets you call `trigger_targets`, and to use targeted observer APIs
like `EntityCommands::observe`:

```rust
#[derive(Event, EntityEvent)]
#[entity_event(traversal = &'static ChildOf, auto_propagate)]
struct Damage {
    amount: f32,
}

// ...

let enemy = commands.spawn((Enemy, Health(100.0))).id();

// Spawn some armor as a child of the enemy entity.
// When the armor takes damage, it will bubble the event up to the enemy.
let armor_piece = commands
    .spawn((ArmorPiece, Health(25.0), ChildOf(enemy)))
    .observe(|trigger: On<Damage>, mut query: Query<&mut Health>| {
        // Note: `On::target` only exists because this is an `EntityEvent`.
        let mut health = query.get(trigger.target()).unwrap();
        health.0 -= trigger.amount();
    });

commands.trigger_targets(Damage { amount: 10.0 }, armor_piece);
```

> [!NOTE]
> You *can* still also trigger an `EntityEvent` without targets using
`trigger`. We probably *could* make this an either-or thing, but I'm not
sure that's actually desirable.

To allow an event to be used with the buffered API, you can implement
`BufferedEvent`:

```rust
pub trait BufferedEvent: Event {}
```

The event can then be used with `EventReader`/`EventWriter`:

```rust
#[derive(Event, BufferedEvent)]
struct Message(String);

fn write_hello(mut writer: EventWriter<Message>) {
    writer.write(Message("I hope these examples are alright".to_string()));
}

fn read_messages(mut reader: EventReader<Message>) {
    // Process all buffered events of type `Message`.
    for Message(message) in reader.read() {
        println!("{message}");
    }
}
```

In summary:

- Need a basic event you can trigger and observe? Derive `Event`!
- Need the event to be targeted at an entity? Derive `EntityEvent`!
- Need the event to be buffered and support the
`EventReader`/`EventWriter` API? Derive `BufferedEvent`!

## Alternatives

I'll now cover some of the alternative approaches I have considered and
briefly explored. I made this section collapsible since it ended up
being quite long :P

<details>

<summary>Expand this to see alternatives</summary>

### 1. Unified `Event` Trait

One option is not to have *three* separate traits (`Event`,
`EntityEvent`, `BufferedEvent`), and to instead just use associated
constants on `Event` to determine whether an event supports targeting
and buffering or not:

```rust
pub trait Event: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    const BUFFERED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

Methods can then use bounds like `where E: Event<TARGETED = true>` or
`where E: Event<BUFFERED = true>` to limit APIs to specific kinds of
events.

This would keep everything under one `Event` trait, but I don't think
it's necessarily a good idea. It makes APIs harder to read, and docs
can't easily refer to specific types of events. You can also create
weird invariants: what if you specify `TARGETED = false`, but have
`Traversal` and/or `AUTO_PROPAGATE` enabled?

### 2. `Event` and `Trigger`

Another option is to only split the traits between buffered events and
observer events, since that is the main thing people have been asking
for, and they have the largest API difference.

If we did this, I think we would need to make the terms *clearly*
separate. We can't really use `Event` and `BufferedEvent` as the names,
since it would be strange that `BufferedEvent` doesn't implement
`Event`. Something like `ObserverEvent` and `BufferedEvent` could work,
but it'd be more verbose.

For this approach, I would instead keep `Event` for the current
`EventReader`/`EventWriter` API, and call the observer event a
`Trigger`, since the "trigger" terminology is already used in the
observer context within Bevy (both as a noun and a verb). This is also
what a long [bikeshed on
Discord](https://discord.com/channels/691052431525675048/749335865876021248/1298057661878898791)
seemed to land on at the end of last year.

```rust
// For `EventReader`/`EventWriter`
pub trait Event: Send + Sync + 'static {}

// For observers
pub trait Trigger: Send + Sync + 'static {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
    const TARGETED: bool = false;
    
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}
```

The problem is that "event" is just a really good term for something
that "happens". Observers are rapidly becoming the more prominent API,
so it'd be weird to give them the `Trigger` name and leave the good
`Event` name for the less common API.

So, even though a split like this seems neat on the surface, I think it
ultimately wouldn't really work. We want to keep the `Event` name for
observer events, and there is no good alternative for the buffered
variant. (`Message` was suggested, but saying stuff like "sends a
collision message" is weird.)

### 3. `GlobalEvent` + `TargetedEvent`

What if instead of focusing on the buffered vs. observed split, we
*only* make a distinction between global and targeted events?

```rust
// A shared event trait to allow global observers to work
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For buffered events and non-targeted observer events
pub trait GlobalEvent: Event {}

// For targeted observer events
pub trait TargetedEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is actually the first approach I implemented, and it has the neat
characteristic that you can only use non-targeted APIs like `trigger`
with a `GlobalEvent` and targeted APIs like `trigger_targets` with a
`TargetedEvent`. You have full control over whether the entity should or
should not have a target, as they are fully distinct at the type-level.

However, there's a few problems:

- There is no type-level indication of whether a `GlobalEvent` supports
buffered events or just non-targeted observer events
- An `Event` on its own does literally nothing, it's just a shared trait
required to make global observers accept both non-targeted and targeted
events
- If an event is both a `GlobalEvent` and `TargetedEvent`, global
observers again have ambiguity on whether an event has a target or not,
undermining some of the benefits
- The names are not ideal

### 4. `Event` and `EntityEvent`

We can fix some of the problems of Alternative 3 by accepting that
targeted events can also be used in non-targeted contexts, and simply
having the `Event` and `EntityEvent` traits:

```rust
// For buffered events and non-targeted observer events
pub trait Event: Send + Sync + 'static {
    fn register_component_id(world: &mut World) -> ComponentId { ... }
    fn component_id(world: &World) -> Option<ComponentId> { ... }
}

// For targeted observer events
pub trait EntityEvent: Event {
    type Traversal: Traversal<Self>;
    const AUTO_PROPAGATE: bool = false;
}
```

This is essentially identical to this PR, just without a dedicated
`BufferedEvent`. The remaining major "problem" is that there is still
zero type-level indication of whether an `Event` event *actually*
supports the buffered API. This leads us to the solution proposed in
this PR, using `Event`, `EntityEvent`, and `BufferedEvent`.

</details>

## Conclusion

The `Event` + `EntityEvent` + `BufferedEvent` split proposed in this PR
aims to solve all the common problems with Bevy's current event model
while keeping the "weirdness" factor minimal. It splits in terms of both
the push vs. pull *and* global vs. targeted aspects, while maintaining a
shared concept for an "event".

### Why I Like This

- The term "event" remains as a single concept for all the different
kinds of events in Bevy.
- Despite all event types being "events", they use fundamentally
different APIs. Instead of assuming that you can use an event type with
any pattern (when only one is typically supported), you explicitly opt
in to each one with dedicated traits.
- Using separate traits for each type of event helps with documentation
and clearer function signatures.
- I can safely make assumptions on expected usage.
- If I see that an event is an `EntityEvent`, I can assume that I can
use `observe` on it and get targeted events.
- If I see that an event is a `BufferedEvent`, I can assume that I can
use `EventReader` to read events.
- If I see both `EntityEvent` and `BufferedEvent`, I can assume that
both APIs are supported.

In summary: This allows for a unified concept for events, while limiting
the different ways to use them with opt-in traits. No more guess-work
involved when using APIs.

### Problems?

- Because `BufferedEvent` implements `Event` (for more consistent
semantics etc.), you can still use all buffered events for non-targeted
observers. I think this is fine/good. The important part is that if you
see that an event implements `BufferedEvent`, you know that the
`EventReader`/`EventWriter` API should be supported. Whether it *also*
supports other APIs is secondary.
- I currently only support `trigger_targets` for an `EntityEvent`.
However, you can technically target components too, without targeting
any entities. I consider that such a niche and advanced use case that
it's not a huge problem to only support it for `EntityEvent`s, but we
could also split `trigger_targets` into `trigger_entities` and
`trigger_components` if we wanted to (or implement components as
entities :P).
- You can still trigger an `EntityEvent` *without* targets. I consider
this correct, since `Event` implements the non-targeted behavior, and
it'd be weird if implementing another trait *removed* behavior. However,
it does mean that global observers for entity events can technically
return `Entity::PLACEHOLDER` again (since I got rid of the
`Option<Entity>` added in #19440 for ergonomics). I think that's enough
of an edge case that it's not a huge problem, but it is worth keeping in
mind.
- ~~Deriving both `EntityEvent` and `BufferedEvent` for the same type
currently duplicates the `Event` implementation, so you instead need to
manually implement one of them.~~ Changed to always requiring `Event` to
be derived.

## Related Work

There are plans to implement multi-event support for observers,
especially for UI contexts. [Cart's
example](https://github.com/bevyengine/bevy/issues/14649#issuecomment-2960402508)
API looked like this:

```rust
// Truncated for brevity
trigger: Trigger<(
    OnAdd<Pressed>,
    OnRemove<Pressed>,
    OnAdd<InteractionDisabled>,
    OnRemove<InteractionDisabled>,
    OnInsert<Hovered>,
)>,
```

I believe this shouldn't be in conflict with this PR. If anything, this
PR might *help* achieve the multi-event pattern for entity observers
with fewer footguns: by statically enforcing that all of these events
are `EntityEvent`s in the context of `EntityCommands::observe`, we can
avoid misuse or weird cases where *some* events inside the trigger are
targeted while others are not.
2025-06-15 16:46:34 +00:00

415 lines
16 KiB
Rust

//! Demonstrates how to set up the directional navigation system to allow for navigation between widgets.
//!
//! Directional navigation is generally used to move between widgets in a user interface using arrow keys or gamepad input.
//! When compared to tab navigation, directional navigation is generally more direct, and less aware of the structure of the UI.
//!
//! In this example, we will set up a simple UI with a grid of buttons that can be navigated using the arrow keys or gamepad input.
use std::time::Duration;
use bevy::{
input_focus::{
directional_navigation::{
DirectionalNavigation, DirectionalNavigationMap, DirectionalNavigationPlugin,
},
InputDispatchPlugin, InputFocus, InputFocusVisible,
},
math::{CompassOctant, FloatOrd},
picking::{
backend::HitData,
pointer::{Location, PointerId},
},
platform::collections::{HashMap, HashSet},
prelude::*,
render::camera::NormalizedRenderTarget,
};
fn main() {
App::new()
// Input focus is not enabled by default, so we need to add the corresponding plugins
.add_plugins((
DefaultPlugins,
InputDispatchPlugin,
DirectionalNavigationPlugin,
))
// This resource is canonically used to track whether or not to render a focus indicator
// It starts as false, but we set it to true here as we would like to see the focus indicator
.insert_resource(InputFocusVisible(true))
// We've made a simple resource to keep track of the actions that are currently being pressed for this example
.init_resource::<ActionState>()
.add_systems(Startup, setup_ui)
// Input is generally handled during PreUpdate
// We're turning inputs into actions first, then using those actions to determine navigation
.add_systems(PreUpdate, (process_inputs, navigate).chain())
.add_systems(
Update,
(
// We need to show which button is currently focused
highlight_focused_element,
// Pressing the "Interact" button while we have a focused element should simulate a click
interact_with_focused_button,
// We're doing a tiny animation when the button is interacted with,
// so we need a timer and a polling mechanism to reset it
reset_button_after_interaction,
),
)
// This observer is added globally, so it will respond to *any* trigger of the correct type.
// However, we're filtering in the observer's query to only respond to button presses
.add_observer(universal_button_click_behavior)
.run();
}
const NORMAL_BUTTON: Srgba = bevy::color::palettes::tailwind::BLUE_400;
const PRESSED_BUTTON: Srgba = bevy::color::palettes::tailwind::BLUE_500;
const FOCUSED_BORDER: Srgba = bevy::color::palettes::tailwind::BLUE_50;
// This observer will be triggered whenever a button is pressed
// In a real project, each button would also have its own unique behavior,
// to capture the actual intent of the user
fn universal_button_click_behavior(
mut trigger: On<Pointer<Click>>,
mut button_query: Query<(&mut BackgroundColor, &mut ResetTimer)>,
) {
let button_entity = trigger.target();
if let Ok((mut color, mut reset_timer)) = button_query.get_mut(button_entity) {
// This would be a great place to play a little sound effect too!
color.0 = PRESSED_BUTTON.into();
reset_timer.0 = Timer::from_seconds(0.3, TimerMode::Once);
// Picking events propagate up the hierarchy,
// so we need to stop the propagation here now that we've handled it
trigger.propagate(false);
}
}
/// Resets a UI element to its default state when the timer has elapsed.
#[derive(Component, Default, Deref, DerefMut)]
struct ResetTimer(Timer);
fn reset_button_after_interaction(
time: Res<Time>,
mut query: Query<(&mut ResetTimer, &mut BackgroundColor)>,
) {
for (mut reset_timer, mut color) in query.iter_mut() {
reset_timer.tick(time.delta());
if reset_timer.just_finished() {
color.0 = NORMAL_BUTTON.into();
}
}
}
// We're spawning a simple grid of buttons and some instructions
// The buttons are just colored rectangles with text displaying the button's name
fn setup_ui(
mut commands: Commands,
mut directional_nav_map: ResMut<DirectionalNavigationMap>,
mut input_focus: ResMut<InputFocus>,
) {
const N_ROWS: u16 = 5;
const N_COLS: u16 = 3;
// Rendering UI elements requires a camera
commands.spawn(Camera2d);
// Create a full-screen background node
let root_node = commands
.spawn(Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
..default()
})
.id();
// Add instruction to the left of the grid
let instructions = commands
.spawn((
Text::new("Use arrow keys or D-pad to navigate. \
Click the buttons, or press Enter / the South gamepad button to interact with the focused button."),
Node {
width: Val::Px(300.0),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
margin: UiRect::all(Val::Px(12.0)),
..default()
},
))
.id();
// Set up the root entity to hold the grid
let grid_root_entity = commands
.spawn(Node {
display: Display::Grid,
// Allow the grid to take up the full height and the rest of the width of the window
width: Val::Percent(100.),
height: Val::Percent(100.),
// Set the number of rows and columns in the grid
// allowing the grid to automatically size the cells
grid_template_columns: RepeatedGridTrack::auto(N_COLS),
grid_template_rows: RepeatedGridTrack::auto(N_ROWS),
..default()
})
.id();
// Add the instructions and grid to the root node
commands
.entity(root_node)
.add_children(&[instructions, grid_root_entity]);
let mut button_entities: HashMap<(u16, u16), Entity> = HashMap::default();
for row in 0..N_ROWS {
for col in 0..N_COLS {
let button_name = format!("Button {}-{}", row, col);
let button_entity = commands
.spawn((
Button,
Node {
width: Val::Px(200.0),
height: Val::Px(120.0),
// Add a border so we can show which element is focused
border: UiRect::all(Val::Px(4.0)),
// Center the button's text label
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
// Center the button within the grid cell
align_self: AlignSelf::Center,
justify_self: JustifySelf::Center,
..default()
},
ResetTimer::default(),
BorderRadius::all(Val::Px(16.0)),
BackgroundColor::from(NORMAL_BUTTON),
Name::new(button_name.clone()),
))
// Add a text element to the button
.with_child((
Text::new(button_name),
// And center the text if it flows onto multiple lines
TextLayout {
justify: Justify::Center,
..default()
},
))
.id();
// Add the button to the grid
commands.entity(grid_root_entity).add_child(button_entity);
// Keep track of the button entities so we can set up our navigation graph
button_entities.insert((row, col), button_entity);
}
}
// Connect all of the buttons in the same row to each other,
// looping around when the edge is reached.
for row in 0..N_ROWS {
let entities_in_row: Vec<Entity> = (0..N_COLS)
.map(|col| button_entities.get(&(row, col)).unwrap())
.copied()
.collect();
directional_nav_map.add_looping_edges(&entities_in_row, CompassOctant::East);
}
// Connect all of the buttons in the same column to each other,
// but don't loop around when the edge is reached.
// While looping is a very reasonable choice, we're not doing it here to demonstrate the different options.
for col in 0..N_COLS {
let entities_in_column: Vec<Entity> = (0..N_ROWS)
.map(|row| button_entities.get(&(row, col)).unwrap())
.copied()
.collect();
directional_nav_map.add_edges(&entities_in_column, CompassOctant::South);
}
// When changing scenes, remember to set an initial focus!
let top_left_entity = *button_entities.get(&(0, 0)).unwrap();
input_focus.set(top_left_entity);
}
// The indirection between inputs and actions allows us to easily remap inputs
// and handle multiple input sources (keyboard, gamepad, etc.) in our game
#[derive(Debug, PartialEq, Eq, Hash)]
enum DirectionalNavigationAction {
Up,
Down,
Left,
Right,
Select,
}
impl DirectionalNavigationAction {
fn variants() -> Vec<Self> {
vec![
DirectionalNavigationAction::Up,
DirectionalNavigationAction::Down,
DirectionalNavigationAction::Left,
DirectionalNavigationAction::Right,
DirectionalNavigationAction::Select,
]
}
fn keycode(&self) -> KeyCode {
match self {
DirectionalNavigationAction::Up => KeyCode::ArrowUp,
DirectionalNavigationAction::Down => KeyCode::ArrowDown,
DirectionalNavigationAction::Left => KeyCode::ArrowLeft,
DirectionalNavigationAction::Right => KeyCode::ArrowRight,
DirectionalNavigationAction::Select => KeyCode::Enter,
}
}
fn gamepad_button(&self) -> GamepadButton {
match self {
DirectionalNavigationAction::Up => GamepadButton::DPadUp,
DirectionalNavigationAction::Down => GamepadButton::DPadDown,
DirectionalNavigationAction::Left => GamepadButton::DPadLeft,
DirectionalNavigationAction::Right => GamepadButton::DPadRight,
// This is the "A" button on an Xbox controller,
// and is conventionally used as the "Select" / "Interact" button in many games
DirectionalNavigationAction::Select => GamepadButton::South,
}
}
}
// This keeps track of the inputs that are currently being pressed
#[derive(Default, Resource)]
struct ActionState {
pressed_actions: HashSet<DirectionalNavigationAction>,
}
fn process_inputs(
mut action_state: ResMut<ActionState>,
keyboard_input: Res<ButtonInput<KeyCode>>,
gamepad_input: Query<&Gamepad>,
) {
// Reset the set of pressed actions each frame
// to ensure that we only process each action once
action_state.pressed_actions.clear();
for action in DirectionalNavigationAction::variants() {
// Use just_pressed to ensure that we only process each action once
// for each time it is pressed
if keyboard_input.just_pressed(action.keycode()) {
action_state.pressed_actions.insert(action);
}
}
// We're treating this like a single-player game:
// if multiple gamepads are connected, we don't care which one is being used
for gamepad in gamepad_input.iter() {
for action in DirectionalNavigationAction::variants() {
// Unlike keyboard input, gamepads are bound to a specific controller
if gamepad.just_pressed(action.gamepad_button()) {
action_state.pressed_actions.insert(action);
}
}
}
}
fn navigate(action_state: Res<ActionState>, mut directional_navigation: DirectionalNavigation) {
// If the user is pressing both left and right, or up and down,
// we should not move in either direction.
let net_east_west = action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Right) as i8
- action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Left) as i8;
let net_north_south = action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Up) as i8
- action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Down) as i8;
// Compute the direction that the user is trying to navigate in
let maybe_direction = match (net_east_west, net_north_south) {
(0, 0) => None,
(0, 1) => Some(CompassOctant::North),
(1, 1) => Some(CompassOctant::NorthEast),
(1, 0) => Some(CompassOctant::East),
(1, -1) => Some(CompassOctant::SouthEast),
(0, -1) => Some(CompassOctant::South),
(-1, -1) => Some(CompassOctant::SouthWest),
(-1, 0) => Some(CompassOctant::West),
(-1, 1) => Some(CompassOctant::NorthWest),
_ => None,
};
if let Some(direction) = maybe_direction {
match directional_navigation.navigate(direction) {
// In a real game, you would likely want to play a sound or show a visual effect
// on both successful and unsuccessful navigation attempts
Ok(entity) => {
println!("Navigated {direction:?} successfully. {entity} is now focused.");
}
Err(e) => println!("Navigation failed: {e}"),
}
}
}
fn highlight_focused_element(
input_focus: Res<InputFocus>,
// While this isn't strictly needed for the example,
// we're demonstrating how to be a good citizen by respecting the `InputFocusVisible` resource.
input_focus_visible: Res<InputFocusVisible>,
mut query: Query<(Entity, &mut BorderColor)>,
) {
for (entity, mut border_color) in query.iter_mut() {
if input_focus.0 == Some(entity) && input_focus_visible.0 {
// Don't change the border size / radius here,
// as it would result in wiggling buttons when they are focused
*border_color = BorderColor::all(FOCUSED_BORDER.into());
} else {
*border_color = BorderColor::DEFAULT;
}
}
}
// By sending a Pointer<Click> trigger rather than directly handling button-like interactions,
// we can unify our handling of pointer and keyboard/gamepad interactions
fn interact_with_focused_button(
action_state: Res<ActionState>,
input_focus: Res<InputFocus>,
mut commands: Commands,
) {
if action_state
.pressed_actions
.contains(&DirectionalNavigationAction::Select)
{
if let Some(focused_entity) = input_focus.0 {
commands.trigger_targets(
Pointer::<Click> {
target: focused_entity,
// We're pretending that we're a mouse
pointer_id: PointerId::Mouse,
// This field isn't used, so we're just setting it to a placeholder value
pointer_location: Location {
target: NormalizedRenderTarget::Image(
bevy::render::camera::ImageRenderTarget {
handle: Handle::default(),
scale_factor: FloatOrd(1.0),
},
),
position: Vec2::ZERO,
},
event: Click {
button: PointerButton::Primary,
// This field isn't used, so we're just setting it to a placeholder value
hit: HitData {
camera: Entity::PLACEHOLDER,
depth: 0.0,
position: None,
normal: None,
},
duration: Duration::from_secs_f32(0.1),
},
},
focused_entity,
);
}
}
}